RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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How close do you intend to approach the dust?

Also a knowledge religion check would be good from anyone who made the perception check.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua follows gunners hand signal to the fireplace and investigates.

knowledge religion: 1d20 + 6 ⇒ (19) + 6 = 25


knowledge religion 20+:
You believe this is a haunt. That means a malevolent spirit trapped in a location which works more or less like a trap. Removal requires positive energy.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
drbuzzard wrote:

How close do you intend to approach the dust?

Also a knowledge religion check would be good from anyone who made the perception check.

Not trained in knowledge religion so I can't roll for it unless it is a DC10 or less check, correct?

Gunner stops 5 feet from the disturbance and gives the others a chance to move into position as he continues to study the pattern in the dust.


Correct, you need to be trained to exceed 10 DR.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga lowers his sword, "Strange. What do you think Lua?"


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

"The swirling dust is an evil spirit- a haunt. I believe I can remove it with positive energy."
Lua begins to make the signs of her channel.

Lua expends 2 uses of her Lay on Hands to channel positive energy agains undead 30 foot range.


You need to roll damage on that 2d6 I would expect


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

2d6 ⇒ (2, 4) = 6

sorry.


The dust still stirs a little bit.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

"Did it work?" Dukkan asks from where he was watching near the back of the group. He shivers, of course the place would be haunted.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua channels energy in the same way, again.

2d6 ⇒ (1, 3) = 4


The dust stops moving.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

"I dub thee Dustbane," says Shenderik, humor doing little to cover the dwarf's nervousness.


There is nothing stirring in this room right now. There is a door on the west wall.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
drbuzzard wrote:
There is nothing stirring in this room right now. There is a door on the west wall.

Billy quickly searches the area where the haunt had been for anything interesting.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Where are we on the map?


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

Thomas shivers involuntarily.

Damn. I hate haunted places!"


You are in room B5 as indicated on the map. Billy's search yields no results.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga moves to the door,"Good job Lua. Let's keep moving."


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik moves to the western portion of the structure and opens the door cautiously.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua follows in tow. She will cover the six periodically looking behind her as she follows the group.


Going through the door to the west, you find yourselves in a hallway. There are a number of doors (see map).


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner stops and looks for footprints again of the other group.

Survival: 1d20 + 8 ⇒ (1) + 8 = 9

That's twice in a row to get a 1

Urga, might as well go through the closest door.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

I wonder if I'm looking at the wrong map? The "Current Map" link up above doesn't show us, and the area I think we just entered is still blacked out.


I have put your icons on the map.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga nods at Gunner and opens the closest door.

Perception:1d20 + 4 ⇒ (10) + 4 = 14


This is a simple washroom. An ancient metal washtub stands to the north, a ring of mildew crusting its inner surface. A strange, furtive scratching comes from inside the tub.

Almost immediately after you open the door a feral screeching starts to issue from within the tub.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga closes the door,"Just an old washroom. Sounds like there's a wild animal in the tub."

Urga moves down the hall and opens the next door.

Perception:1d20 + 4 ⇒ (8) + 4 = 12


elegant solution to that encounter

You open the next door.

This oak-paneled chamber must have once been breathtaking, but is a sad sight now—the orboards are warped with moisture and the paneling scratched and spotted with mold. A grand piano, its surface splotchy and keys warped, leans tiredly in the southeast corner.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner gives up on the idea of tracking the other group by looking for footprints. Instead he decides to look around the room for clues as to why the other group would have been interested in the building.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


You hear very faint piano music, though there is nobody playing and to be quite honest the piano looks in no shape to produce sound.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

"Squad...looks like a haunted piano. Probably should keep your distant."


Lua speaks up "I think this place is filled with haunts. They are spirits trapped in a place which has a tragic past. Something very wrong must have taken place throughout this house. As I understand them, while I can get rid of them for a little while with my divine energy, they will just come back eventually. We need to find the source of the tragedy and fulfill some condition which will get rid of the haunts permanently. "

"Also, if we just don't trigger them through some interaction, they are harmless. Of course I don't know what the trigger is, but here I'd guess it's playing the piano. "


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

"Understood Lua. Let's clear the south side of the first floor."


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
drbuzzard wrote:

Lua speaks up "I think this place is filled with haunts. They are spirits trapped in a place which has a tragic past. Something very wrong must have taken place throughout this house. As I understand them, while I can get rid of them for a little while with my divine energy, they will just come back eventually. We need to find the source of the tragedy and fulfill some condition which will get rid of the haunts permanently. "

"Also, if we just don't trigger them through some interaction, they are harmless. Of course I don't know what the trigger is, but here I'd guess it's playing the piano. "

"Thank you for the explanation lady Paladin." Gunner takes his usual position covering Urga as the search of the haunted mansion continues.


Move yourselves on the map where you intend to go.


You go into the door south of the dining room.

This library features two chairs, one of which lies on its side, before a stone fireplace. A scarf, its reds and golds contrasting with the drab palette of the room, is draped over the side of the fallen chair. A book sits facedown on the floor between the chairs. A stone bookend, carved to look like a praying angel with butterfly wings, lies on its side in the fireplace itself.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Billy carefully enters the room, expecting yet another haunt and takes a look around for any clues about what's going on and where the other adventuring party went.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Darn...wish I could roll like that in combat!


A splash of dried blood stains the back of the northernmost chair, and an examination of the bookend reveals more blood, clots of hair, and bits of skull and f lesh—in addition, part of one wing has been broken off.

Also, you do notice the scarp on the chair seems to be twitching a bit on its own with any sign of a breeze or anything.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

perception: 1d20 + 9 ⇒ (20) + 9 = 29
Tell me about it.
Heal Check: 1d20 + 9 ⇒ (6) + 9 = 15
Not sure what I should roll for a forensics sweep, but as a doctor I think my medical skills would be best fit. If not I can change it accordingly or remove it.

Dukkan moves over to the fallen book was and carefully examines it's title for a moment before he takes in the rest scene. 'Could the scarf be from one of the other adventurers?' If it was, then it was a bad omen to what might have happened to them.

"Looks like there was a scuffle here recently. The furniture's been disturbed and... there's blood on this chair." He doesn't touch anything yet in fear of triggering another haunt.

He turns to Lua and asks, "Are you sensing any 'evil intent' coming from this area in particular, Miss Lua? I'd like to investigate this scene further, but I'd rather not stir up any ghosts just yet."


The blood stains on the chair appear to be quite old, appreciably older than when the Heroes were last seen in town.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

"The scarf is probably another haunt. Let's just leave it alone and keep moving."


Lua concentrates on the room for a little while and then replies "There is such a pervasive aura of evil about this building, that I really don't notice any special in here. Though yes, this has all the signs of another haunt. Everyone keep away from the scarf. We don't know what will trigger it. "


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

"Let's get up those stairs" Red circled 1


You head upstairs and end up in a room. Pretty nondescript. The new floor has been added to the map.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Billy will open the door to the room and assuming that it's obvious will suggest that the team move up to the third floor and then do a systematic sweep of the building starting at the top and moving down.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik follow Billy up, sweeping the barrel of his rifle back and forth in an attempt to cover their movement.


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

Thomas follows up the stairs also.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Dukkan continues to cover the rear or the group as they head up the stairs.

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